RimWorld

RimWorld

Medieval Rimworld [1.6]
66 Comments
Mostachet 23 Mar @ 11:54am 
I always have an error when I exit the game and open the same colony, the hud with the things i can do with the object, like relocate and this kind of things dissapears. Does anyone else have the same problem?
Cato  [author] 23 Mar @ 6:03am 
:Crowned: I have updated the list to use VFE Medieval 2 and World Tech Level - finally removing the dependence on 'Rimedieval' which was quite a destructive patch mod. There will be overlap with Medieval Overhaul for now. :cozykcdknight:
Cato  [author] 23 Mar @ 6:00am 
Sorry, there is no XML file as I am not playing at present. Please trust RimPy to autosort - that is all an XML from me would be anyway.
Smol Boi :3 23 Mar @ 1:23am 
is there an xml file linked?
Liam_Monaghan 22 Mar @ 10:31am 
Fixed the issue, had to turn off the semi-random tech and revert to being able to pick any tech i want to research and subbed to research tree for a expanded tech tree so i could find the techs that was missing
Liam_Monaghan 22 Mar @ 6:55am 
Not sure if it's intentional but there's some missing technologies like medieval drug lab and bronze / mithril production, they show in the semi-random research as a option but they don't show in the actual tech tree and researching it when it pops up does nothing, i can find / purchase drugs like opium and medieval go juice and bronze / mithril so it's not like the mod isn't working, i'm totally stumped on what the issue is
localmonkey 20 Dec, 2024 @ 4:24pm 
can i use this in multiplayer
Alexpugs 24 Aug, 2024 @ 4:57am 
Yea, heard they are working on VFE Medieval 2, hopefully you can remake the collection once it's out 🙏
Cato  [author] 20 Aug, 2024 @ 10:27am 
Yep, its a real problem which is why I have not committed to a medieval colony yet on 1.5. Best advice would be to wait until VFE Medieval 2 comes out, hopefully in the next month or so. Otherwise all you can do is delete advanced factions on world creation and pray the Rimedieval mod works for you (recent reports are that its not playing ball with Medieval Overhaul Continued). You can also use Semi-Random Research mod to restrict you tech level to current era.
adlerlitz 20 Aug, 2024 @ 4:57am 
Hi! How do you guys work around Maynard Medieval not working for 1.5? Or did I miss a big update?
Abu_Shahad𓅓 12 Aug, 2024 @ 8:30am 
do u have a modlist i can import?
Alexpugs 4 Aug, 2024 @ 3:43pm 
Thank you very much, works like a charm indeed
POWERED BY AZERBAIJAN TECHNOLOGY 4 Aug, 2024 @ 6:56am 
Thanks for the collection works very nice
Cato  [author] 27 Jul, 2024 @ 6:01am 
I've been using both on a normal playthrough since they updated and they seem to work fine.

Note that Melee Animations will cause errors if used with performance mods like Rocketman.
Gehrman Sparrow 27 Jul, 2024 @ 1:16am 
Can we add mele combat animations mod and hospitality mod to the list?? Any idea if it would work?
akihirothunder 18 Jun, 2024 @ 6:00pm 
How did you fix the interface?
BothEyesClosed
Cato  [author] 14 Jun, 2024 @ 6:02am 
Pocket Sand is much more lightweight then SS. No scripts, no bloat, no pawns freezing up and juggling weapons.
Obisam 9 Jun, 2024 @ 9:27am 
Hello, I'm gonna try your modlist. I noticed that you're putting Pocket sand inside the modlist, but why not simply use the Simple Sidearms mod? I don't want to re-equip my pawns with a melee wepon before each fight... Or pehrhaps am I missing something?
BothEyesClosed 18 May, 2024 @ 6:03pm 
Managed to fix it, not sure how lol. Another issue I'm running into is that some of the researches just don't research for example I cant research any of the middle tier weapons (right after basic). it lets me select and click research but the bar doesn't actually go up and pawns don't go to the tables... any ideas?
Cato  [author] 7 May, 2024 @ 8:11pm 
The no interface at launch is an odd one. I do not see that myself running just Rimworld + all DLC + the 140 mods in this list.

Recommend you first clear out your mod config cache.
Example: \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

Then use the 50% method of testing. In Rimpy, load only half your mods. If issue persists, halve again, retest. When the issue resolves slowly add likely cuplrits back into your load order until you find the problem causer.
Cato  [author] 7 May, 2024 @ 8:04pm 
:diplomacy: Added missing dependencies:

VFE: Sanguophage
SYR Processor Framework

---
XML List [drive.google.com] for 1.5
BothEyesClosed 7 May, 2024 @ 1:24pm 
getting the same no interface at launch... not running anomaly but all other DLCs
durakk 6 May, 2024 @ 1:48am 
Hi, can you drop the xml list? errors occur at startup, namely there is no interface, I went through the mods and could not solve the problem
Cato  [author] 22 Apr, 2024 @ 3:16pm 
The list has been reworked for 1.5 - but be aware that:

:valravn: Not tested with Anomaly yet
:cozykcdknight: Using unofficial Medieval Overhaul fork - expect jank
:mortis: About 70% of 1.4 content at present
Cato  [author] 4 Mar, 2024 @ 4:29am 
Medieval Overhaul + VFE Medieval work fine each other. The MO steam page would be lit up with user complaints if those two were suddenly conflicting. You likely have another sub-mod conflicting with MO (this list is built around it)
Dark Jackal 4 Mar, 2024 @ 4:09am 
Ok i've nailed the problem, it seems like that Medieval Overhaul it's the culprit any suggestions? :D apart from disabling the mod but i guess it's pretty important for the modlist
Cato  [author] 4 Mar, 2024 @ 3:49am 
One way to manage is way I do, create Steam Workshop collections and dump your themed sets into them. You can set them to Private or Public.
Dark Jackal 3 Mar, 2024 @ 12:41pm 
ok i did it still i have the error
Dark Jackal 3 Mar, 2024 @ 12:59am 
Hello! Thanks for the suggestion! the fact is that i want to have more than one modlist, i want to have a regular modded Rimworld playthrough and one medieval fantasy playthrough (and your list is excellent by the way) do you know a way to manage more than one modlist for different playthrough?
Cato  [author] 2 Mar, 2024 @ 6:27pm 
Unsub from all, then check your workshop subscriptions for items you may still be subbed to but unaware of.

After this, Clear out your mod config cache.
Example: \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config

Retry. If still an issue, remove half the list but keep VFE medieval. Retry. If still an issue, halve again etc until you find the culprit.
Dark Jackal 2 Mar, 2024 @ 11:12am 
Hello! I'm running this collection but i get a pair of errors with Vanilla Faction Expanded - Medieval

https://pastes.io/ownb90ahrd

Can you help me?
Cosmic Muse 20 Feb, 2024 @ 4:49am 
I'm not sure how nicely it'd play with some of the other stuff in here but Anima Bionics or whatever it's called is a potential addition I'd recommend. Even Anima Animals for more anima per anima.
Cato  [author] 30 Dec, 2023 @ 7:23pm 
Also mentioned in the FAQ, you can use a mod like 'Semi Random Research' to lock yourself to only current Tech level research, allowing you to use any story teller. There is a setting in that mod which hides future tech until you complete the current Tech level.
Cato  [author] 30 Dec, 2023 @ 7:20pm 
I recommend 'C' as most satisfying for a full Tribal Ascension run. Here is a screenshot of a favourite Jungle Tribe run of mine surviving a stupidly strong Death Stranding faction raid.
Cato  [author] 30 Dec, 2023 @ 7:17pm 
A few ways to do this, most important is that you play without 'Rimedieval' mod, as this wipes industrial+ items and research from the game.

a) Vanilla Lost Tribe start, Maynard Story Teller for world creation. This creates a medieval faction filled world but modern items exist. Mech faction optional. Simply switch from Maynard to Randy or Cass when ready to 'unlock' industrial techs.

b) Same as above, but with VFE: Classical, Tribal, or Viking start.

c) Vanilla Lost Tribe start, Cassandra Story Teller for world creation. This allows base game factions to spawn with industrial tech. Once in game switch to Maynard to limit your tech again until ready. This is a hard scenario as you will be raided by gun toting enemies.
Nintai 30 Dec, 2023 @ 7:57am 
Hello! how can I go from neolithic to medieval tech starting as tribe and upgrading? do I need to download the other mod that improves your tech based on how many techs you have researched?
TopAali 6 Dec, 2023 @ 4:11pm 
having a problem where midway through my playthrough my right click stopped working and only works when i have people drafted anyone know whatsup
Cato  [author] 9 Nov, 2023 @ 9:48am 
Ah, yes that would be because in 'Crashlanded' your faction level is set to industrial, even with Maynard Medieval as the story teller.

Try 'Renegade Lord' or 'Viking Raid' - those scenarios tell you in the description what tech level they set you to.
Zuboskalik 8 Nov, 2023 @ 7:32am 
> In 'Semi-Random Research' mod options, tick 'Limit Research to Tech level'

I did, but research options still have Geothermals and electricity stuff

maybe, because of default "crashlander" start scenario
what scenario I need to choose to just start colony with low-tech level?
GODDAMKIDS 4 Nov, 2023 @ 12:19pm 
omg thanks :steamthumbsup:
Cato  [author] 4 Nov, 2023 @ 11:10am 
I believe the issue is with Rimedieval mod, as they forcefully disable relic content. I was thinking of dropping it for this exact reason, Try playing without it. You could also try clearing your appdata mod cache and regenerating them, especially if you chop and change mods a lot.

Currently Rimworld is uninstalled my end, so no XML.
GODDAMKIDS 4 Nov, 2023 @ 10:34am 
I keep getting problems with relic quests, can't get the subsequent relic hunt quests, went on dev mode to force the quest and still get errors.

Do you have fresh xml file?
Cato  [author] 30 Oct, 2023 @ 1:47pm 
Probably not without a load of patches.
Great Lich Lord 28 Oct, 2023 @ 5:25am 
Can I use Combat Extended with this?
Cato  [author] 22 Oct, 2023 @ 10:45pm 
Removed:

- Gnoblins :dd2blight: (faction bases always crash on entering)
Cato  [author] 22 Oct, 2023 @ 3:32pm 
:Crowned: List update! Patches, a new faction and an overhaul of Relic Quests.

+ Rimworld of Magic: Genes
+ Rimworld of Magic: Misc Tweaks
+ World Map Enhanced

+ Medieval Overhaul: World Map Beautification Patch
+ Medieval Fantasy Themed Relic Quests
+ Medieval Overhaul Patches

+ Medieval Tailor
+ Ancient Armory
+ Ancient Armory for Ancients

+ Medieval Fantasy Themed Rare Resources
+ Possessed Weapons
+ Divine Order
Cato  [author] 4 Oct, 2023 @ 6:31am 
Oh my Neolithic Vehicles looks fun. I've added it to my testing list. I use the main Hospitality mod all the time with no issues.
Nerzul Slava Ukraini 4 Oct, 2023 @ 2:17am 
Any plan on trying to make it work with Neolithic Vehicles? also, what about the submods from Hospitality, do they raise issues?
BabyNanachi 3 Oct, 2023 @ 12:54am 
so funnily enough, Rimpy says to NOT use its own sorting system
Cato  [author] 7 Sep, 2023 @ 5:26pm 
@Val - Here is a fresh RimPy XML list [drive.google.com].